Chance
Male Human Ninja 2/Ranger 2/Cleric 1/Chameleon 5
Hair: Black
Eyes: Blue
Height: 5’8”
Weight: 175 lbs
Age: 28
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 40 ft.
Str: 21 (+5) [15 base, +6 enhancement (divine power)]
Dex: 18 (+4) [16 base, + 2 enhancement]
Con: 14 (+2) [14 base]
Int: 16 (+3)
Wis: 22 (+6) [16 base, +2 levels, +2 enhancement, +2 ability focus]
Cha: 10 (+0) [8 base, +2 enhancement]
HP: 101 (2d6+8d8+20 Con, +5 Divine Power)
AC: 28 (10 base, +4 Dex, +6 Wis, +6 natural, +2 armor) / FF 25 / Touch 20
Saves:
Fortitude: +14 [8 base, + 2 Con, +4 combat focus]
Reflex: +12 [8 base, +4 Dex]
Will: + 13 [5 base, +6 Wis, +2 ki]
Init: +4
Base attack bonus: +10/+5
Attacks:
+2 Composite Longbow: +20/+15 (10 base, +4 Dex, +4 Combat Focus, +2 enhancement), 1d8+11 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +18/+18/+13 (10 base, +4 Dex, +4 Combat Focus, -2 Rapid Shot, +2 enhancement), 1d8+11 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quaterstaff: +21/+16 (10 base, +5 Str, +4 Combat Focus, +2 enhancement), 1d6+21 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2
Spells:
Spells per day: 3/3+1
DC: 17+spell level
Spells Prepared/Memorized:
0th: Detect Magic, Light, Read Magic
1st: Comprehend Languages (domain), Cure Minor Wounds, Obscuring Mist, Shield of Faith
Skills:
Skill points: 54 ninja, 20 ranger, 6 cleric, 40 chameleon (120)
Max Rank for class skills: 13
Appraise: +3 [+3 Int]
Balance: +4 [+4 Dex]
Bluff: +20 [13 ranks, +5 competence, +2 domain]
Climb: +5 [+5 Str]
Concentration: +2 [+2 Con]
Diplomacy: +2 [+2 domain]
Disable Device: +16 [13 ranks +3 Int]
Disguise: +21 [13 ranks, +10 unnamed (alter self), -2 racial]
Escape Artist: +4 [+4 Dex]
Forgery: +8 [5 ranks, +3 Int]
Gather Information: +0 [+0 Cha]
Heal: +6 [+6 Wis]
Hide: +23 [10 ranks, +4 Dex, +5 competence, +4 racial]
Intimidate: +0 [+0 Cha]
Jump: +5 [+5 Str]
Knowledge (Religion): +8 [5 ranks, +3 Int]
Listen: +16 [10 ranks, +6 Wis]
Move Silently: +19 [10 ranks, +4 Dex, +5 competence]
Open Lock: +16 [13 ranks, +3 Int]
Perform: +0 [+0 Cha]
Ride: +4 [+4 Dex]
Search: +16 [13 ranks, +3 Int]
Sense Motive: +14 [6 ranks, +6 Wis, +2 domain]
Sleight of Hand: +4 [+4 Dex]
Spellcraft: +7 [4 ranks, +3 Int]
Spot: +11 [5 ranks, +6 Wis]
Survival: +6 [+6 Wis]
Swim: +5 [+5 Str]
Tumble: + 4 [+4 Dex]
Use Rope: +4 [+4 Dex]
Feats:
Level 1 (Human Bonus): Able Learner
Level 1: Point Blank Shot
Level 3: Precise Shot
Level 6: Persistent Spell
Chameleon Bonus Feat: Divine Metamagic (Persistent Spell)
Level 9: Practiced Spellcaster
Active Magical Effects:
Alter Self (troglodyte form disguised as human): +6 Natural Armor, +4 racial bonus to hide, multiattack feat, 2 claw attacks (1d4) and 1 bite attack (1d4), -2 disguise check
Delay Poison: Effects of poison are delayed, lasts 20 hours
Endure Elements: Ok in hot or cold environments, lasts 24 hours
Greater Magic Weapon: Cast on Longbow, grants +2 enhancement bonus, lasts 20 hours (extended via rod)
Longstrider: +10 ft. base land speed, lasts 20 hours
Magic Vestment: Cast on clothing, +2 armor bonus, lasts 20 hours (extended via rod)
Pass without Trace: Leave no tracks (group), lasts 20 hours
Persistent Divine Power: BAB equal to HD, +6 enhancement bonus to STR, +5 HP
Spikes: Cast on Quarterstaff, +2 enhancement bonus, +10 damage, lasts 20 hours (extended via rod)
Undetectable Alignment: Alignment is magically hidden, lasts 24 hours
Languages:
Common
Elven
Dwarven
Undercommon
Equipment: (All magical Items are personally crafted)
Chameleon’s Hat (custom)-15,225 gp
Chameleon’s Robe (custom)-4,375 gp, 5 lbs.
Cloak of Charisma +2-2,800 gp, 2 lbs.
Composite Longbow (+5)-600 gp, 3 lbs.
- Arrows (x40)-2 gp, 6 lbs.
Gloves of Dex +2-2,800
Heward’s Handy Haversack-2,000 gp, 5lbs
- Animal Training Kit (CV)-75 gp
- Arrows (x240)-12 gp
- Camouflage Kit (CV)-40 gp
- Cleric’s Vestments-5 gp
- Climber’s Kit-80 gp
- Courtier’s Outfit-30 gp
- Disguise Kit-50 gp
- Healer’s Kit-50 gp
- Everburning Torch-110 gp
- Flint and Steel-1 gp
- Forgery Kit-40 gp
- Grappling Hook-1 gp
- Greatsword-50 gp, 8 lbs.
- Holy Symbol, Silver-25 gp
- Listening Cone (CV)-20 gp
- Monk’s Outfit-5 gp
- Noble’s Outfit-75 gp
- Royal Outfit-200 gp
- Scholar’s Outfit-5 gp
- Spool of Endless Rope (CV)-2,000 gp
- Spell Component Pouch-5 gp
- Spellbook (w/ spells)*-915 gp
- Thieve’s Tools, Masterwork-100 gp, 1
- Thieve’s Tools, Longspoon, Masterwork (CV)-150 gp
- Traveler’s Outfit-1 gp
Metamagic Rod (lesser extend spell)-3,000
Nightstick (LM)-7,500
Periapt of Wisdom +4-2,800
Potion of Cure Moderate Wounds (x3)-900 gp
Quarterstaff-4 lbs.
Ring of Counterspells (Dispel Magic)-4,000 gp
Wand of Lesser Vigor x2 (CD)-1,050 gp
Gold Spent:[/B] 50,572
*Spells in book: Mage Armor, Alter Self, Eagle’s Splendor, Cat’s Grace, Owl’s Wisdom
Class Abilities:
Ninja:
Ki Power (7x/day)
Sudden Strike +1d6
Trapfinding
Ghost Step
Ranger:
Favored Enemy (Elves)
Track
Wild Empathy
Combat Style (Archery)
Cleric:
Turn Undead
Planning Domain (Extend Spell Feat, Deathwatch Spell)
Mind Domain (+2 Bluff, Diplomacy, Sense Motive, Comprehend Languages Spell)
Chameleon:
Aptitude Focus 2/day (+4)
Bonus Feat
Mimic lass feature 1x/day
Ability boon +2
Arcane Focus:
[sblock]
Abilities:
Int: 18 (+4) [16 base, +2 ability focus]
Wis: 20 (+5) [16 base, +2 levels, +2 enhancment]
AC: 27 (10 base, +4 Dex, +5 Wis, +6 natural, +2 armor) / FF 23 / Touch 19
Saves:
Fortitude: +10 [8 base, + 2 Con,]
Will: +16 [5 base, +5 Wis, +2 ki, +4 Arcane Focus]
Attacks:
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2
Spells per day: 3/4/3/2/1
DC: 14+spell level
Spells Prepared/Memorized:
0th:
1st:
2nd:
3rd:
4th:
Skills:
Appraise: +4 [+4 Int]
Craft (Alchemy): +9 [5 ranks, +4 Int]
Disable Device: +17 [13 ranks +4 Int]
Forgery: +9 [5 ranks, +4 Int]
Heal: +5 [+5 Wis]
Knowledge (Arcana): +4 [+4 Int, +4 Arcane Focus]
Knowledge (Religion): +9 [5 ranks, +4 Int]
Listen: +15 [10 ranks, +5 Wis]
Open Lock: +17 [13 ranks, +4 Int]
Search: +17 [13 ranks, +4 Int]
Sense Motive: +13 [6 ranks, +5 Wis, +2 domain]
Spellcraft: +8 [4 ranks, +4 Int]
Spot: +10 [5 ranks, +5 Wis]
Survival: +5 [+5 Wis][/sblock]
Combat Focus:
This is the main focus of the character, details listed above.
Divine Focus:
[sblock]
Saves:
Will: +17 [5 base, +6 Wis, +2 ki, +4 divine focus]
Attacks:
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2
Spells:
Spells per day: 4/6/5/3/1
DC: 16+spell level
Spells Prepared/Memorized:
0th: Cure Minor wounds, Detect Magic, Light, Read Magic
1st: Endure Elements, Delay Poison (x5)
2nd: Delay Poison (extended), Longstrider (extended), Pass without Trace (extended), Undetectable Alignment (x2)
3rd: Greater Magic Weapon, Magic Vestment, Spikes
4th: Divine Power
Skills:
Knowledge (Religion): +12 (5 ranks, +3 Int, +4 Divine Focus)[/sblock]
Stealth Focus:
[sblock]
Dex: 20 (+5) [16 base, + 2 enhancement, +2 ability focus]
Wis: 20 (+5) [16 base, +2 levels, +2 enhancement]
Saves:
Fortitude: +10 [8 base, + 2 Con]
Reflex: +17 [8 base, +5 Dex, +4 Stealth Focus]
Will: + 12 [5 base, +5 Wis, +2 ki]
Init: +5
Attacks:
+2 Composite Longbow: +17/+12 (10 base, +5 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +15/+15/+10 (10 base, +5 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2
Skills:
Balance: +4 [+4 Dex]
Disable Device: +20/+22 (w/ feat) [13 ranks +3 Int, +4 stealth focus, +2 Nimble Fingers]
Escape Artist: +5 [+5 Dex]
Heal: +5 [+5 Wis]
Hide: +28 [10 ranks, +5 Dex, +5 competence, +4 racial, +4 stealth focus]
Listen: +15 [10 ranks, +5 Wis]
Move Silently: +24 [10 ranks, +5 Dex, +5 competence, +4 Stealth Focus]
Open Lock: +20/+22 (w/ feat) [13 ranks, +3 Int, +4 Stealth Focus, +2 Nimble Fingers]
Ride: +5 [+5 Dex]
Sense Motive: +13 [6 ranks, +5 Wis, +2 domain]
Sleight of Hand: +5 [+5 Dex]
Spot: +10 [5 ranks, +5 Wis]
Survival: +5 [+5 Wis]
Tumble: + 5 [+5 Dex]
Use Rope: +5 [+5 Dex]
Feats:
Chameleon Bonus Feat: Divine Metamagic (Persistent Spell), or Nimble Fingers[/sblock]
Wild Focus:
[sblock]
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2
Skills:
Climb: +9 [+9 Str, +4 Nature Focus]
Handle Animal: +4 [+4 Nature Focus]
Jump: +9 [+5 Str, +4 Nature Focus]
Knowledge (Nature): +7 [+3 Int, +4 Nature Focus]
Survival: +10 [+6 Wis, +4 Nature Focus]
Special Abilities:
Trackless Step[/sblock]
Proficiencies:
Shields
Armor (All)
Exotic Weapons:[/B] Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shuriken, Siangham
Martial Weapons (All)
Simple Weapons (All)
Appearance
The best way to describe Chance’s appearance at any given time is with two words-absolutely average. He is a human of about 25 years with short brown hair, blue eyes, and light brown skin that blends in with most crowds. His garb varies from day to day, but for those who adventure with him, it is common to see him wearing a simple ranger’s outfit with a longbow across his back and carrying a quarterstaff. The first impression Chance usually leaves on people is that he is a cautious ranger ready to fight if need be.
Personality
Like many things about Chance, his personality changes with the situation, but he is normally a kind and sagely individual. For anyone who speaks with him for a time, he tends to ramble on about his personal philosophy, explaining how all things in nature are the same and can be molded through one’s will.
Chance is always eager to help his friends if he is able, and he has a knack for being able to do most any job. People who travel with him are usually happy to have him around because of his easy-going demeanor and his ability to do pretty much whatever they tell him. Unfortunately his tendency to talk about philosophy, or even to meditate when nothing is going on, leaves some people put off.
Background
Born Alexander Thatcher, to a family of farmers in the eastern part of Amn, Chance never had an opportunity to grow up with his family. Before he was born a man had come to the family farm and told his father that his organization was in need of individuals to train from a very young age. He assured Chance’s father that all of their “students” have a good upbringing and are well accommodated, but more importantly, he offered Chance’s father a great deal of money. His father, in dire straights after a recent draught, could hardly say no to the offer. So, as soon as Chance left his mother’s milk he was taken away, never to see his family again.
Wikin, as the man who raised him was called, told Chance that he was an uncle and his parents had died in a horrible accident. He was the man who came up with the nickname and he made it a personal job to be sure Chance was raised properly. Although Wikin was always demanding, he was also kind and reassuring during Chance’s early years. The thing that Chance found most fascinating about the man was how capable he was at doing almost anything. Chance grew up thinking there was nothing Wikin couldn’t do, and he was mostly right.
At age 15 Chance began to train in the art of stealth and subterfuge, learning much from his mentor. For the next two years he trained constantly to learn the skills and secrets of the ninja, leaning to move as a shadow, and even to disappear altogether when necessary. Sneaking into places, keeping a straight face when telling guards a story, spotting and disabling traps, and picking locks were all things he practiced constantly. Being so dedicated to his training, it came as quite a shock when Wikin informed him that it was time to move on to his “next field of study.”
Curious as to why he would abandon his current training, he asked Wikin what he was to study next and why he should change his focus at all. Wikin sat him down and took a very serious tone as he explained, “You will learn in time that a man must be capable of many things to be truly useful. I will be sure that you learn as many skills as you can because you never know what you will need to accomplish a task.” Having already grown to respect the multiple abilities of his mentor, Chance didn’t ask any more questions and moved on with his training.
He soon found that he was to leave Wikin, traveling to Cormanthor in the Dalelands where he would learn from the elves the skills of the forest ranger. His time there was well spent and he was trained to use a bow, the weapon still prefers to this day. Many times while he was with the elves he helped fight back the growing threat from drow marauders and he learned well their tactics and fighting style. Seeing the aftermath of many battles and the need for healers, Chance studied for a short while the art of divine magic, learning healing secrets of the elves. It was also while he was living in the forest that he heard news coming from the west that Randal Morn’s ongoing battle with the Zhents in Daggerdale would soon be aided by the elves and Chance was to go with them. Before he could leave though, Wikin arrived and told him it was time to go with him.
Instead of traveling to their home, Wikin informed Chance that it was time for him to attend the school he had been preparing for his entire life-Mimic Mansion. Chance had no idea what he was talking about, but he knew better than to question the old man, so he packed his things and prepared to leave. Wikin took them to this “school” with his magic, and Chance braced himself for the experience he was about to have. Surprisingly, the place seemed very normal at first glance, so when Wikin left him there Chance was unsure what to expect. Soon he found out that Mimic Mansion was a training ground for Chameleon’s, a group of multi-skilled individuals.
As he began his studies, his past training and Wikin’s emphasis on learning many skills began to make more sense. Everything the Chameleon’s taught him was predicated on the idea that society was wrong for pigeonholing each individual into one role. Instead, they taught that all people were capable of doing any task, that the abilities one has are a matter of willpower and with enough training one can master any task. Deeply touched by this philosophy, that all ability is fundamentally the same thing and that individuals can mold it to their wills, Chance learned as much as he could as quickly as possible. He spent two years studying at mimic mansion and learned a vast array of skills, from casting spells to raging like a barbarian to fighting better than he was already able.
As was characteristic of the Chameleons, they did not hold their graduates to one particular way of life when they were done, so Chance was free to do as he pleased, so long as he kept their secrets and continued to hone his skills. Not knowing were to find Wikin, he returned to Cormanthor to see if the elves were still struggling on behalf of Randal Morn. Sure enough they had made progress, but had not yet been able to return the rightful ruler to his position. Chance joined them in their battles and many were impressed by how versatile he was. He was capable as a fighter, spy, mage, and healer and he did a great deal to help with the effort. After a few years Randal was finally able to retake the city of Dagger Falls and replace himself as rightful ruler.
Chance stayed on in Daggerdale for a time after the fighting was done, planning to eventually return to the elves. Just when he was ready to leave though, Randal Morn contacted him, asking for a favor. Knowing that Chance had been a capable ally in his war to take back the land, Randal asked that he help investigate the recent surge in midnight raids in the area. Seeing opportunity for adventure, Chance couldn’t say no.
Custom Items:
[sblock]Chameleon’s Hat
This special hat helps the owner enhance his ability to impersonate others. While worn the hat gives a +5 circumstance bonus to all bluff checks. The hat also gives the wearer the ability to use the Alter self spell at will. The hat is seldom seen in its natural form since it often changes to accommodate the disguise of the wearer.
Cost:[/B] 15,225 gp ((3,750+18,000)*.7(crafted))
Bluff Bonus-3,750 gp (5*5*100)*1.5(different ability)
Alter Self Spell-18,000 gp (2(spell level)*3(caster level)*2,000(continuous effect)*1.5(10 min/level duration)
Chameleon’s Robe
This robe, which was created to enhance stealth abilities, is helpful for anyone who wishes to be unnoticed. The robe grants the wearer a + 5 competence bonus to Hide and Move silently checks.
Cost:[/B] 4,375 gp ((2,500+3,750)*.7(crafted))
Hide Bonus:[/B] 2,500 gp (5*5*100)
Move Silently Bonus:[/B] 3,750 gp (5*5*100*.1.5(second ability))[/sblock]